Kambi
Kambi is an open-source engine that is especially oriented
towards working with VRML models.
The main highlights of this game engine are
its processing and OpenGL rendering of 3D models (in VRML
and other formats), animation, collision detection, shadows, 3d sound,
and ray-tracer.
Kambi is written using ObjectPascal (compiled by FreePascal).
Features include:
- Optimized OpenGL rendering of models in VRML 1.0 and 2.0
(aka VRML 97) formats
- 3DS, MD3, Wavefront OBJ, Collada file formats are also
supported. They can
be loaded, and converted to VRML
- Animations are supported, by interpolation
- Octrees are used for various collision detection tasks
- Shadows by shadow volumes (full implementation, with z-fail
/ z-pass switching, silhouette detection etc)
- Bump mapping (using various implementations: basic
multitexturing with dot3 (normalized by cube map or not), GLSL normal,
GLSL with classic
parallax mapping, GLSL with steep parallax mapping and self-shadowing)
- Shaders. There are classes to easily use ARB fragment /
vertex programs and GLSL shaders. Most important, you can add and
control GLSL shaders
from VRML. So GLSL shaders are fully available for model designers
- GLWindow unit is available
to easily create windows with OpenGL context
- Reading and writing of in various formats, processing them
and using as OpenGL textures.
Besides many common image formats (png, jpg, ppm, bmp, just for
starters), support is also support for RGBE format (Radiance
HDR format)
- Handling of fonts, including rendering them with OpenGL, as
bitmap or outline (3D) fonts
- 3D sound by OpenAL helpers, including intelligent OpenAL
sound manager and OggVorbis format handling
- Ant-aliasing (initializing OpenGL multi-sampling) is covered
- Ray-tracer based on VRML models is implemented
- Engine components are independent when possible

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Last Updated Saturday, May 19 2012 @ 10:32 AM EDT |